Unique Abilities

Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).

  • Passive: Always active, provide a consistent positive effect.
  • Active (Duration): Activated, Duration is a set amount of days, this works same as Self Spells.
  • Active (Consumable): Activated, works until EITHER used or the next day. Be careful using close to a days end!
  • Cooldown: Starts when activated and are exact.

War Doctrines

Each Race provides a unique War Doctrine bonus when your kingdom is at war. The strength of the bonus depends on how many provinces of that race are in your kingdom.

  • Base Effect: The starting bonus provided by having at least one province of this race.
  • Per Province: Additional bonus gained for each province of this race in your kingdom.
  • Maximum: The cap on the total bonus, regardless of how many provinces you have.

Example: If your kingdom has 5 Avian provinces and Avian's War Doctrine is "Attack Time" (Base: 1.5%, Per Province: 1.0%, Max: 5.0%), your kingdom would receive a 5.0% reduction in attack time during war (capped at maximum).

Races

Avian

Bonuses:

-15% Attack Travel Time

+25% Birth Rate

+10% Enemy casualities when attacking

+25% Flat Rate Building Production

-30% Military Training Time

+20% Specialist Training Credits

Penalties:

+5% Own casualities when attacking

+5% Own casualities when defending

Can't Build Stables

Military:

Off/Def Cost NW
Soldiers (3, 0)
Griffins (10, 0)
Harpies (0, 10)
Drakes (15, 6) 1,700gc 8.0
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (0, 0)
Thieves 500gc

Spell Book:

Bloodlust and Greater Protection

War Doctrine - Attack Time

Provides -2.0% Attack Time, decreasing by 3.5% per province of this race in your kingdom, up to -7.0%.

Unique - Opportunistic Raiders

Avians are masters of lightning-fast raids and resource acquisition. Their natural agility and aerial advantage allow them to swoop in, steal science books or plunder gold, and escape before the enemy can mount a proper defense.


Passive Effect

Learn and Plunder attacks return armies 1 tick faster (after modifiers).

Dark Elf

Bonuses:

+20% Wizards Per Acre (WPA)

+10% Military Efficiency in war

-100% Self Spell Rune Cost

+50% Runes Refunded on Spell Success

+1% Extra Mana Per Tick

Penalties:

-25% Self-Spell Duration

Military:

Off/Def Cost NW
Soldiers (3, 0)
Night Rangers (10, 0)
Druids (0, 10)
Drows (12, 12) 2,000gc 9.75
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Nightmare and Blizzard

War Doctrine - Instant Spell Damage

Provides 3.0% Instant Spell Damage, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.

Unique - Arcane Overflow

Arcane energy surges beyond control, warping the very fabric of magic. Each strike not only harms but erodes the foundation of enemy rituals, unraveling their potency with every spell cast.


Passive Effect

(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.

Dwarf

Bonuses:

-10% Battle Losses

-100% Building Raze Cost

+20% Building Efficiency

-50% Building Construction Time

-10% Losses on Learn Attacks

-10% Money Losses on Plunder Attacks

Penalties:

+50% Battle Losses - Ambush

-30% Birth Rate

+100% Food Consumption

Can't Accelerate Construction

Military:

Off/Def Cost NW
Soldiers (3, 0)
Warriors (10, 0)
Axemen (0, 10)
Berserkers (14, 5) 1,700gc 7.25
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Scientific Insight and Fanaticism

War Doctrine - Specialist Credits

Provides 3.0% Specialist Credits, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.

Unique - Warlord's Fury

Fueled by unyielding ferocity, Orcs channel their Warlord's Fury to devastate their enemies and reap the spoils of war. Their relentless attacks seize additional resources from the fallen, while their resilience ensures that a portion of their warriors rise again to continue the fight.


Passive Effect

Successful attacks plunder additional resources (gold, runes, food) equivalent to 25% of a successful Plunder attack and 25% of Military Casualties return home instantly (Soldiers, Specialists, and Elites).

Faery

Bonuses:

+25% Offensive Spell Duration

+15% Wizards Per Acre (WPA)

+15% Thievery Per Acre (TPA)

+1% Extra Mana Per Tick

+1% Extra Stealth Per Tick

+30% Land Effect - Towers

Runes do not decay

Penalties:

-5% Max Population

Military:

Off/Def Cost NW
Soldiers (3, 0)
Magicians (10, 0)
Druids (0, 10)
Beastmasters (7, 13) 2,000gc 8.25
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Chastity, Mist, Ghost Workers, Scientific Insight, Salvation, Greater Protection, Bloodlust, Nightmare, Blizzard, Fountain of Knowledge, Quick Feet, Guile, Vermin, Fanaticism, Aggression, Righteous Defender, Righteous Aggressor, Animate Dead, Town Watch and Pitfalls

War Doctrine - Thievery and Magic Damage

Provides -3.0% Thievery and Magic Damage, decreasing by 4.5% per province of this race in your kingdom, up to -10.0%.

Unique - Divine Favour

Clerics are blessed by divine forces, granting them unparalleled mastery over protective and empowering magic. Through their sacred connection, their self-spells are occasionally imbued with divine favor, doubling their duration and extending the blessings of their faith.


Passive Effect

When casting self-spells, Clerics have a 50% chance to double the spell duration.

Halfling

Bonuses:

-30% Food Consumption

+25% Max Population

+20% Sabotage Damage

+20% Thievery Per Acre (TPA)

+1% Extra Stealth Per Tick

Ambush Immunity

Penalties:

-15% Battle Gains

Military:

Off/Def Cost NW
Soldiers (3, 0)
Strongarms (10, 0)
Slingers (0, 10)
Brutes (10, 9) 1,400gc 7.75
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Vermin, Quick Feet, Guile and Pitfalls

War Doctrine - Sabotage Damage

Provides 3.0% Sabotage Damage, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.

Unique - Shadows in the Night

Rogues are masters of deception, striking from the shadows with deadly precision. Under the cover of night and with their stealth at its peak, their sabotage becomes far more devastating, leaving their enemies defenseless and vulnerable.


Passive Effect

+25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth.

Human

Bonuses:

-50% Losses on Learn Attacks

+10% Science Effectiveness

+3 Starting Scientists

Penalties:

-10% Wizards Per Acre (WPA)

+25% Money Losses on Plunder Attacks

Military:

Off/Def Cost NW
Soldiers (3, 0)
Swordsmen (10, 0)
Archers (0, 10)
Knights (13, 6) 1,800gc 7.5
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Fountain of Knowledge and Ghost Workers

War Doctrine - Book Generation

Provides 3.0% Book Generation, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.

Unique - Interest

Humans excel in diplomacy, allowing them to negotiate favorable outcomes.


Active Effect

Upon activation, an additional extreme activity bonus is provided.


Cooldown

23 Utopian Days

Duration

Instant

Orc

Bonuses:

+10% Battle Gains

-75% Draft Cost

+10% Damage Inflicted on Massacre Attacks

+5% Military Efficiency

+10% Military Efficiency in war

-75% Military Wages

+1 Army generals

+10% Battle Gains - Plunder

Penalties:

+10% Own casualities when attacking

Military:

Off/Def Cost NW
Soldiers (3, 0)
Goblins (10, 0)
Trolls (0, 10)
Ogres (16, 5) 1,800gc 8.0
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (2, 0)
Thieves 500gc

Spell Book:

Fanaticism and Aggression

War Doctrine - Enemy Military Casualties

Provides 3.0% Enemy Military Casualties, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.

Unique - Generals Authority

When multiple experienced generals coordinate their efforts on the battlefield, their combined tactical brilliance transforms a victory into a massacre. The enemy military is outmaneuvered at every turn, suffering catastrophic casualties from the relentless, perfectly executed assault.


Passive Effect

When attacking with 2 or more generals, enemy military casualties are increased by +15%.

Undead

Bonuses:

+15% Enemy casualities when attacking

-100% Food Consumption

-30% Own casualities when attacking

-30% Own casualities when defending

+100% Enemy battle casualties convert to soldiers

Convert Specialists into Elites on Attack

Always Carries and is Immune to the Plague

Penalties:

-90% Draft Speed except during Post War CeaseFire

Can't Train Elites

Military:

Off/Def Cost NW
Soldiers (3, 3)
Skeletons (10, 0)
Zombies (0, 10)
Ghouls (18, 3) 10,000gc 7.75
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (1, 0)
Thieves 500gc

Spell Book:

Animate Dead, Town Watch, Righteous Aggressor and Bloodlust

War Doctrine - Enemy Battle Gains

Provides -3.0% Enemy Battle Gains, decreasing by 4.5% per province of this race in your kingdom, up to -10.0%.

Unique - Blood and Glory

For every warrior who falls, another rises in their place. Through battle, we find honor, and through sacrifice, we are reborn.


Passive Effect

35% of Military Casualties return as Soldiers on attack.

Personalities

Artisan

Bonuses:

+10% Building Efficiency

-35% Building Construction Cost

+20% Flat Rate Capacity and Building Production

+25% Economy Science Books Produced

Convert Specialists into Elites on Attack

Elite gets +2 defensive strength

Elite gets +3 offensive strength

Tornado Immunity

Arson Immunity

Starting Bonuses:

+500 Starting Soldiers

+1000 Starting Peasants

+500 Starting Specialist training credits

Spell Book:

Mystic Aura, Mage's Fury, Pitfalls and Invisibility

Unique - Void Tap

Delving into forbidden channels, spellcasters draw upon the void between realms — a place where essence costs nothing, but always at a price. For a fleeting time, their sorcery flows unimpeded by material cost.


Active Effect

When activated, all offensive spells (excluding Rituals) cost 60% less runes for the next 2 days.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Cleric

Bonuses:

+15% Birth Rate

+20% Land Effect - Guilds

+25% Castle Effectiveness

-30% Own casualities when attacking

-30% Own casualities when defending

+1% Extra Mana Per Tick

Elite gets +3 offensive strength

Can cast Support spells on Kingdom mates

Convert Specialists into Elites on Attack

Elite gets +3 defensive strength

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

Salvation, Greater Protection, Divine Shield, Righteous Aggressor and Magic Ward

Unique - First Aid

A moment of reprieve amidst the turmoil. With bandages bound, poisons purged, and curses lifted, the province finds new strength. What was broken is mended, what was tainted is cleansed.


Active Effect

Upon activation, removes all negative status in your province. This means Bribed Generals, Bribe Thieves, Cures Plague and removes duration Spells, Operations and Attack Effects.


Cooldown

23 Utopian Days

General

Bonuses:

-10% Attack Travel Time

+25% Building Credits

+50% Stable Capacity and Production

+25% Training Grounds Effectiveness

+1 Army generals

+7 Prisoner and Mercenary Offensive Strength

+25% Specialist Training Credits

Elite gets +1 defensive strength

Elite gets +4 offensive strength

Convert Specialists into Elites on Attack

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

Aggression, Fanaticism and Salvation

Unique - Skybound Strike

Avians draw upon the unyielding power of the skies, their wings guided by the winds of fortune. In perfect harmony with the heavens, they strike with a speed and grace that leaves their enemies awestruck, cementing their rule over the skies.


Active Effect

(War/Hostile) — The next attack automatically succeeds with –50% losses; gains scale by offense vs defence; 0 Honour gains.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Mystic

Bonuses:

+100% Land Effect - Guilds

+25% Wizards Per Acre (WPA)

+2% Extra Mana Per Tick

+20% Land Effect - Towers

Elite gets +5 defensive strength

Convert Specialists into Elites on Attack

Starting Bonuses:

+500 Starting Wizards

Spell Book:

Meteor Showers, Mind Focus, Sloth and Fools Gold

Allowed Thief Operations:

Greater Arson

Subdue Wizards

Unique - Ethereal Mirage

Faeries possess an unparalleled connection to the ethereal plane allowing them to enhance Mystic Vortex with devastating precision. While others struggle to dispel enchantments, Faeries effortlessly strip all spells from their targets, leaving them vulnerable.


Active Effect

Until the end of activated day, successful casts of Mystic Vortex will remove all active spells from the target province.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Raider

Bonuses:

+20% Barracks Effectiveness

+30% Science Effectiveness - Cunning

+15% Thievery Per Acre (TPA)

-50% Thief Losses

+1% Extra Stealth Per Tick

Elite gets +2 defensive strength

Elite gets +3 offensive strength

War Horse gets +1 strength

Convert Specialists into Elites on Attack

Starting Bonuses:

+500 Starting Thieves

Spell Book:

Aggression, Guile and Reflect Magic

Allowed Thief Operations:

Subdue Wizards

Greater Arson

Destabilize Guilds

Steal War Horses

Unique - Living Forests

Ancient groves awaken at your call, growing in harmony with your armies. These sentient forests ensure a constant bond with your steeds, shielding them from theft and decay.


Passive Effect

Your stables will fill to maximum capacity each day. Immune to Steal War Horses.

Rogue

Bonuses:

+50% Science Effectiveness - Crime

+20% Sabotage Damage

+25% Thievery Per Acre (TPA)

-25% Thief cost

+50% Thieves' Den Effectiveness

+2% Extra Stealth Per Tick

Convert Specialists into Elites on Attack

Elite gets +4 defensive strength

Elite gets +2 offensive strength

Access all Thievery Operations

Starting Bonuses:

+500 Starting Thieves

Spell Book:

Invisibility and Quick Feet

Unique - Sneak Attack

Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.


Active Effect

All thievery operations incur zero thievery losses.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Warlord

Bonuses:

-25% Battle Losses - Ambush

+10% Enemy casualities when attacking

+10% Enemy casualities when defending

+50% Honor Bonus

+20% Honor Gains

+25% Watch Tower Effectiveness

+10% Offensive Military Efficiency

Convert Specialists into Elites on Attack

Elite gets +5 offensive strength

Penalties:

Elite gets -1 defensive strength

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

Wrath, Heroes Inspiration and Bloodlust

Unique - Generals Command

Under the unwavering will of your generals, every strike becomes a lesson in dominance. Discipline and pride move as one, and each victory echoes louder across the halls of honor.


Active Effect

While active, all attacks have +60% Honor Gains.


Cooldown

23 Utopian Days

Duration

2 Utopian Days

Warrior

Bonuses:

+25% Damage Inflicted on Massacre Attacks

+15% Offensive Military Efficiency (in war)

+15% Science Effectiveness - Siege

+25% Military Science Books Produced

Espionage is always successful with double stealth

Convert Specialists into Elites on Attack

Elite gets +4 offensive strength

Starting Bonuses:

+1000 Starting Soldiers

+1000 Starting Specialist training credits

Spell Book:

Fanaticism, Illuminate Shadows and Bloodlust

Unique - Earthshaker

Dwarves channel the raw power of the mountains in times of war, causing tremors beneath their enemies.


Active Effect

When activated, the next successful attack will raze all Forts and 5% of all other buildings on the target province.


Cooldown

23 Utopian Days

Duration

2 Utopian Days


Here is the effects of all possible rituals.

AffluentIncome +15%, -20% Draft Cost and Draft Speed +20%
Barrier-25% Instant Spell damage and Thief Sabotage damage from enemies and +25% Defensive WPA/TPA
Benediction+20% BE, +50% pop growth, +10% Flat Rate Building Production
Expedient-30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & 20% faster wizard training
Expropriation+15% combat gains, +20% Honor gains, +20% credits
Fleetfoot-10% Attack time, -15% Offensive Military Casualties
Havoc+20% Offensive WPA, +20% Offensive TPA, +20% Spell Damage, +20% Sabotage Damage
OnslaughtIncreases Offensive Military Efficiency (OME) by 15%, Enemy Military Casualties when Attacking by 15%
Stalwart+15% Defensive Military Efficiency (DME) & -20% Defensive Military Casualties

Here are the effects of each Stance

NormalNone
Aggressive+10% Battle (Resource) Gains, -10% Attack Time, -50% Hostility Meter Generation from Attacks, +15% Military Wages, +10% Training Costs
Defensive+10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME


Here are the effects of all possible dragons.

Amethyst-40% spell success chance, -40% thievery success chance, +25% losses on failed thievery and spell attempts
Celestite-60% birth rates, -40% hospital effectiveness, +50% build cost and build time
Emerald+25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat
RubyReduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees
Sapphire-30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
Topaz-30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter

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